public override List <StandardEnemy> CreateStandardEnemyQuaterLeft(string bulletType, int num)
        {
            List <StandardEnemy> enemies = new List <StandardEnemy>();
            Random _rand  = new Random();
            float  startX = (float)_rand.Next((int)20f, (int)600f);

            for (int i = 0; i < num; i++)
            {
                var sEnemy = StandardEnemyFactory.Create(
                    GameArt.StandardEnemies,
                    new Vector2(4f, 4f),
                    new Vector2(startX, -10f - (80f * i)),
                    new Vector2(-100f, 250f),
                    new List <MovePattern> {
                    MovePattern.QuarterTurnLeft
                }
                    //new List<BulletPatterns>() {  }
                    );
                if (bulletType != "")
                {
                    BulletPatternFactory.PatternTypes bType = BulletPatternFactory.PatternTypes.Single;
                    if (bulletType == "Circular")
                    {
                        bType = BulletPatternFactory.PatternTypes.Circular;
                    }
                    else if (bulletType == "Signle")
                    {
                        bType = BulletPatternFactory.PatternTypes.Single;
                    }
                    else if (bulletType == "HalfCircle")
                    {
                        bType = BulletPatternFactory.PatternTypes.HalfCircle;
                    }
                    else if (bulletType == "Random")
                    {
                        bType = BulletPatternFactory.PatternTypes.Random;
                    }

                    sEnemy.Bullets = new List <BulletPatterns>
                    {
                        CreateBulletPattern(bType, sEnemy.Position)
                        //CreateBulletPattern(BulletPatternFactory.PatternTypes.HalfCircle, oneEnemy.Position),
                        //CreateBulletPattern(BulletPatternFactory.PatternTypes.Random, oneEnemy.Position)
                    };
                }
                //sEnemy.Bullets.Add(CreateBulletPattern(BulletPatternFactory.PatternTypes.Single, sEnemy.Position));
                //sEnemy.Bullets.Add(CreateBulletPattern(BulletPatternFactory.PatternTypes.Random, sEnemy.Position));
                enemies.Add(sEnemy);
            }
            return(enemies);
        }
        public override List <StandardEnemy> CreateStandardEnemyHorizontal(string bulletType, int num)
        {
            List <StandardEnemy> enemies = new List <StandardEnemy>();

            for (int i = 0; i < num; i++)
            {
                var sEnemy = StandardEnemyFactory.Create(
                    GameArt.StandardEnemies,
                    new Vector2(4f, 4f),
                    new Vector2(10f + (100f * i), -10f - (30f * i)),
                    new Vector2(150f + (55f * i), 200f),
                    new List <MovePattern> {
                    MovePattern.Straight, MovePattern.Delay, MovePattern.Straight
                }
                    //new List<BulletPatterns>() {  }
                    );

                if (bulletType != "")
                {
                    BulletPatternFactory.PatternTypes bType = BulletPatternFactory.PatternTypes.Single;
                    if (bulletType == "Circular")
                    {
                        bType = BulletPatternFactory.PatternTypes.Circular;
                    }
                    else if (bulletType == "Signle")
                    {
                        bType = BulletPatternFactory.PatternTypes.Single;
                    }
                    else if (bulletType == "HalfCircle")
                    {
                        bType = BulletPatternFactory.PatternTypes.HalfCircle;
                    }
                    else if (bulletType == "Random")
                    {
                        bType = BulletPatternFactory.PatternTypes.Random;
                    }

                    sEnemy.Bullets = new List <BulletPatterns>
                    {
                        CreateBulletPattern(bType, sEnemy.Position)
                        //CreateBulletPattern(BulletPatternFactory.PatternTypes.HalfCircle, oneEnemy.Position),
                        //CreateBulletPattern(BulletPatternFactory.PatternTypes.Random, oneEnemy.Position)
                    };
                }
                //sEnemy.Bullets.Add(CreateBulletPattern(BulletPatternFactory.PatternTypes.Single, sEnemy.Position));
                //sEnemy.Bullets.Add(CreateBulletPattern(BulletPatternFactory.PatternTypes.Single, sEnemy.Position));

                enemies.Add(sEnemy);
            }
            return(enemies);
        }
        public override List <StandardEnemy> CreateStandardEnemyQuater(float x, int num, MovePattern mp)
        {
            List <StandardEnemy> enemies = new List <StandardEnemy>();

            if (mp == MovePattern.QuarterTurnRight)
            {
                for (int i = 0; i < num; i++)
                {
                    var sEnemy = StandardEnemyFactory.Create(
                        GameArt.StandardEnemies,
                        new Vector2(4f, 4f),
                        new Vector2(x, -10f - (80f * i)),
                        new Vector2(900f, 250f),
                        new List <MovePattern> {
                        MovePattern.QuarterTurnRight
                    }
                        //new List<BulletPatterns>() {  }
                        );

                    //sEnemy.Bullets.Add(CreateBulletPattern(BulletPatternFactory.PatternTypes.Single, sEnemy.Position));
                    //sEnemy.Bullets.Add(CreateBulletPattern(BulletPatternFactory.PatternTypes.Random, sEnemy.Position));
                    enemies.Add(sEnemy);
                }
            }
            else if (mp == MovePattern.QuarterTurnLeft)
            {
                for (int i = 0; i < num; i++)
                {
                    var sEnemy = StandardEnemyFactory.Create(
                        GameArt.StandardEnemies,
                        new Vector2(4f, 4f),
                        new Vector2(x, -10f - (80f * i)),
                        new Vector2(-100f, 250f),
                        new List <MovePattern> {
                        MovePattern.QuarterTurnLeft
                    }
                        //new List<BulletPatterns>() {  }
                        );

                    //sEnemy.Bullets.Add(CreateBulletPattern(BulletPatternFactory.PatternTypes.Single, sEnemy.Position));
                    //sEnemy.Bullets.Add(CreateBulletPattern(BulletPatternFactory.PatternTypes.Random, sEnemy.Position));
                    enemies.Add(sEnemy);
                }
            }

            return(enemies);
        }
        public override List <StandardEnemy> CreateButterflyEnemy(string bulletType, int num)
        {
            List <StandardEnemy> bEnemy = new List <StandardEnemy>();
            var oneEnemy = StandardEnemyFactory.Create(
                GameArt.ButterflyEnemies,
                new Vector2(1.5f, 2f),
                new Vector2(_rand.Next(150, 750), -10f),
                new Vector2(1f, 1f),
                new List <MovePattern> {
                MovePattern.Butterfly
            }
                //new List<BulletPatterns>() {  }
                );


            if (bulletType != "")
            {
                BulletPatternFactory.PatternTypes bType = BulletPatternFactory.PatternTypes.Single;
                if (bulletType == "Circular")
                {
                    bType = BulletPatternFactory.PatternTypes.Circular;
                }
                else if (bulletType == "Signle")
                {
                    bType = BulletPatternFactory.PatternTypes.Single;
                }
                else if (bulletType == "HalfCircle")
                {
                    bType = BulletPatternFactory.PatternTypes.HalfCircle;
                }
                else if (bulletType == "Random")
                {
                    bType = BulletPatternFactory.PatternTypes.Random;
                }

                oneEnemy.Bullets = new List <BulletPatterns>
                {
                    CreateBulletPattern(bType, oneEnemy.Position)
                    //CreateBulletPattern(BulletPatternFactory.PatternTypes.HalfCircle, oneEnemy.Position),
                    //CreateBulletPattern(BulletPatternFactory.PatternTypes.Random, oneEnemy.Position)
                };
            }
            bEnemy.Add(oneEnemy);
            return(bEnemy);
        }